/*
* Copyright (C) 1997-2001 Id Software, Inc.
* 
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation; either version 2 of the License, or (at your option) any later
* version.
* 
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE.
* 
* See the GNU General Public License for more details.
* 
* You should have received a copy of the GNU General Public License along with
* this program; if not, write to the Free Software Foundation, Inc., 59 Temple
* Place - Suite 330, Boston, MA 02111-1307, USA.
*  
*/

// Created on 13.11.2003 by RST.
// $Id: M_Float.java,v 1.4 2005/11/20 22:18:33 salomo Exp $
using System;
using Defines = Suake2.UI.Defines;
using Globals = Suake2.UI.Globals;
using Suake2.UI.game;
using EntDieAdapter = Suake2.UI.game.EntDieAdapter;
using EntInteractAdapter = Suake2.UI.game.EntInteractAdapter;
using EntPainAdapter = Suake2.UI.game.EntPainAdapter;
using EntThinkAdapter = Suake2.UI.game.EntThinkAdapter;
using GameAI = Suake2.UI.game.GameAI;
using GameBase = Suake2.UI.game.GameBase;
using GameUtil = Suake2.UI.game.GameUtil;
using Monster = Suake2.UI.game.Monster;
using edict_t = Suake2.UI.game.edict_t;
using mframe_t = Suake2.UI.game.mframe_t;
using mmove_t = Suake2.UI.game.mmove_t;
using Lib = Suake2.UI.util.Lib;
using Math3D = Suake2.UI.util.Math3D;
namespace Suake2.UI.game.monsters
{
	
	public class M_Float
	{
		public M_Float()
		{
			InitBlock();
		}
		public class AnonymousClassEntInteractAdapter:EntInteractAdapter
		{
			override public System.String ID
			{
				get
				{
					return "floater_sight";
				}
				
			}
			public override bool interact(edict_t self, edict_t other)
			{
				GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Float.sound_sight, 1, Defines.ATTN_NORM, 0);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "floater_idle";
				}
				
			}
			public override bool think(edict_t self)
			{
				GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Float.sound_idle, 1, Defines.ATTN_IDLE, 0);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter1:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "floater_fire_blaster";
				}
				
			}
			public override bool think(edict_t self)
			{
				float[] start = new float[]{0, 0, 0};
				float[] forward = new float[]{0, 0, 0}, right = new float[]{0, 0, 0};
				float[] end = new float[]{0, 0, 0};
				float[] dir = new float[]{0, 0, 0};
				int effect;
				
				if ((self.s.frame == jake2.game.monsters.M_Float.FRAME_attak104) || (self.s.frame == jake2.game.monsters.M_Float.FRAME_attak107))
					effect = Defines.EF_HYPERBLASTER;
				else
					effect = 0;
				Math3D.AngleVectors(self.s.angles, forward, right, null);
				Math3D.G_ProjectSource(self.s.origin, M_Flash.monster_flash_offset[Defines.MZ2_FLOAT_BLASTER_1], forward, right, start);
				
				Math3D.VectorCopy(self.enemy.s.origin, end);
				end[2] += self.enemy.viewheight;
				Math3D.VectorSubtract(end, start, dir);
				
				Monster.monster_fire_blaster(self, start, dir, 1, 1000, Defines.MZ2_FLOAT_BLASTER_1, effect);
				
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter2:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "floater_stand";
				}
				
			}
			public override bool think(edict_t self)
			{
				if (Lib.random() <= 0.5)
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Float.floater_move_stand1;
				else
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Float.floater_move_stand2;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter3:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "floater_run";
				}
				
			}
			public override bool think(edict_t self)
			{
				
				if ((self.monsterinfo.aiflags & Defines.AI_STAND_GROUND) != 0)
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Float.floater_move_stand1;
				else
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Float.floater_move_run;
				
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter4:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "floater_wham";
				}
				
			}
			public override bool think(edict_t self)
			{
				
				GameBase.gi.sound(self, Defines.CHAN_WEAPON, jake2.game.monsters.M_Float.sound_attack3, 1, Defines.ATTN_NORM, 0);
				GameWeapon.fire_hit(self, jake2.game.monsters.M_Float.aim, 5 + Lib.rand() % 6, - 50);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter5:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "floater_zap";
				}
				
			}
			public override bool think(edict_t self)
			{
				float[] forward = new float[]{0, 0, 0}, right = new float[]{0, 0, 0};
				float[] origin = new float[]{0, 0, 0};
				float[] dir = new float[]{0, 0, 0};
				float[] offset = new float[]{0, 0, 0};
				
				Math3D.VectorSubtract(self.enemy.s.origin, self.s.origin, dir);
				
				Math3D.AngleVectors(self.s.angles, forward, right, null);
				//FIXME use a flash and replace these two lines with the commented
				// one
				Math3D.VectorSet(offset, 18.5f, - 0.9f, 10f);
				Math3D.G_ProjectSource(self.s.origin, offset, forward, right, origin);
				//		G_ProjectSource (self.s.origin,
				// monster_flash_offset[flash_number], forward, right, origin);
				
				GameBase.gi.sound(self, Defines.CHAN_WEAPON, jake2.game.monsters.M_Float.sound_attack2, 1, Defines.ATTN_NORM, 0);
				
				//FIXME use the flash, Luke
				GameBase.gi.WriteByte(Defines.svc_temp_entity);
				GameBase.gi.WriteByte(Defines.TE_SPLASH);
				GameBase.gi.WriteByte(32);
				GameBase.gi.WritePosition(origin);
				GameBase.gi.WriteDir(dir);
				GameBase.gi.WriteByte(1); //sparks
				GameBase.gi.multicast(origin, Defines.MULTICAST_PVS);
				
				GameCombat.T_Damage(self.enemy, self, self, dir, self.enemy.s.origin, Globals.vec3_origin, 5 + Lib.rand() % 6, - 10, Defines.DAMAGE_ENERGY, Defines.MOD_UNKNOWN);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter6:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "floater_dead";
				}
				
			}
			public override bool think(edict_t self)
			{
				Math3D.VectorSet(self.mins, - 16, - 16, - 24);
				Math3D.VectorSet(self.maxs, 16, 16, - 8);
				self.movetype = Defines.MOVETYPE_TOSS;
				self.svflags |= Defines.SVF_DEADMONSTER;
				self.nextthink = 0;
				GameBase.gi.linkentity(self);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter7:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "floater_walk";
				}
				
			}
			public override bool think(edict_t self)
			{
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Float.floater_move_walk;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter8:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "floater_attack";
				}
				
			}
			public override bool think(edict_t self)
			{
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Float.floater_move_attack1;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter9:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "floater_melee";
				}
				
			}
			public override bool think(edict_t self)
			{
				
				if (Lib.random() < 0.5)
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Float.floater_move_attack3;
				else
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Float.floater_move_attack2;
				return true;
			}
		}
		public class AnonymousClassEntPainAdapter:EntPainAdapter
		{
			override public System.String ID
			{
				get
				{
					return "floater_pain";
				}
				
			}
			public override void  pain(edict_t self, edict_t other, float kick, int damage)
			{
				int n;
				
				if (self.health < (self.max_health / 2))
					self.s.skinnum = 1;
				
				if (GameBase.level.time < self.pain_debounce_time)
					return ;
				
				self.pain_debounce_time = GameBase.level.time + 3;
				if (GameBase.skill.value_Renamed == 3)
					return ; // no pain anims in nightmare
				
				n = (Lib.rand() + 1) % 3;
				if (n == 0)
				{
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Float.sound_pain1, 1, Defines.ATTN_NORM, 0);
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Float.floater_move_pain1;
				}
				else
				{
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Float.sound_pain2, 1, Defines.ATTN_NORM, 0);
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Float.floater_move_pain2;
				}
				return ;
			}
		}
		public class AnonymousClassEntDieAdapter:EntDieAdapter
		{
			override public System.String ID
			{
				get
				{
					return "floater_die";
				}
				
			}
			
			public override void  die(edict_t self, edict_t inflictor, edict_t attacker, int damage, float[] point)
			{
				GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Float.sound_death1, 1, Defines.ATTN_NORM, 0);
				GameMisc.BecomeExplosion1(self);
			}
		}
		private void  InitBlock()
		{
			floater_frames_stand1 = new mframe_t[]{new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0
				, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null)};
			floater_frames_stand2 = new mframe_t[]{new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0
				, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null)};
			floater_frames_activate = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null)};
			floater_frames_attack1 = new mframe_t[]{new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster), new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster), new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster), new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster), new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster), new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster), new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null)};
			floater_frames_attack2 = new mframe_t[]{new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, floater_wham), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null)};
			floater_frames_attack3 = new mframe_t[]{new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, floater_zap), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null)};
			floater_frames_death = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null)};
			floater_frames_pain1 = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null)};
			floater_frames_pain2 = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null)};
			floater_frames_pain3 = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null)};
			floater_frames_walk = new mframe_t[]{new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.
				ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null)};
			floater_frames_run = new mframe_t[]{new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new 
				mframe_t(GameAI.ai_run, 13, null)};
		}
		
		//	This file generated by ModelGen - Do NOT Modify
		
		public const int FRAME_actvat01 = 0;
		
		public const int FRAME_actvat02 = 1;
		
		public const int FRAME_actvat03 = 2;
		
		public const int FRAME_actvat04 = 3;
		
		public const int FRAME_actvat05 = 4;
		
		public const int FRAME_actvat06 = 5;
		
		public const int FRAME_actvat07 = 6;
		
		public const int FRAME_actvat08 = 7;
		
		public const int FRAME_actvat09 = 8;
		
		public const int FRAME_actvat10 = 9;
		
		public const int FRAME_actvat11 = 10;
		
		public const int FRAME_actvat12 = 11;
		
		public const int FRAME_actvat13 = 12;
		
		public const int FRAME_actvat14 = 13;
		
		public const int FRAME_actvat15 = 14;
		
		public const int FRAME_actvat16 = 15;
		
		public const int FRAME_actvat17 = 16;
		
		public const int FRAME_actvat18 = 17;
		
		public const int FRAME_actvat19 = 18;
		
		public const int FRAME_actvat20 = 19;
		
		public const int FRAME_actvat21 = 20;
		
		public const int FRAME_actvat22 = 21;
		
		public const int FRAME_actvat23 = 22;
		
		public const int FRAME_actvat24 = 23;
		
		public const int FRAME_actvat25 = 24;
		
		public const int FRAME_actvat26 = 25;
		
		public const int FRAME_actvat27 = 26;
		
		public const int FRAME_actvat28 = 27;
		
		public const int FRAME_actvat29 = 28;
		
		public const int FRAME_actvat30 = 29;
		
		public const int FRAME_actvat31 = 30;
		
		public const int FRAME_attak101 = 31;
		
		public const int FRAME_attak102 = 32;
		
		public const int FRAME_attak103 = 33;
		
		public const int FRAME_attak104 = 34;
		
		public const int FRAME_attak105 = 35;
		
		public const int FRAME_attak106 = 36;
		
		public const int FRAME_attak107 = 37;
		
		public const int FRAME_attak108 = 38;
		
		public const int FRAME_attak109 = 39;
		
		public const int FRAME_attak110 = 40;
		
		public const int FRAME_attak111 = 41;
		
		public const int FRAME_attak112 = 42;
		
		public const int FRAME_attak113 = 43;
		
		public const int FRAME_attak114 = 44;
		
		public const int FRAME_attak201 = 45;
		
		public const int FRAME_attak202 = 46;
		
		public const int FRAME_attak203 = 47;
		
		public const int FRAME_attak204 = 48;
		
		public const int FRAME_attak205 = 49;
		
		public const int FRAME_attak206 = 50;
		
		public const int FRAME_attak207 = 51;
		
		public const int FRAME_attak208 = 52;
		
		public const int FRAME_attak209 = 53;
		
		public const int FRAME_attak210 = 54;
		
		public const int FRAME_attak211 = 55;
		
		public const int FRAME_attak212 = 56;
		
		public const int FRAME_attak213 = 57;
		
		public const int FRAME_attak214 = 58;
		
		public const int FRAME_attak215 = 59;
		
		public const int FRAME_attak216 = 60;
		
		public const int FRAME_attak217 = 61;
		
		public const int FRAME_attak218 = 62;
		
		public const int FRAME_attak219 = 63;
		
		public const int FRAME_attak220 = 64;
		
		public const int FRAME_attak221 = 65;
		
		public const int FRAME_attak222 = 66;
		
		public const int FRAME_attak223 = 67;
		
		public const int FRAME_attak224 = 68;
		
		public const int FRAME_attak225 = 69;
		
		public const int FRAME_attak301 = 70;
		
		public const int FRAME_attak302 = 71;
		
		public const int FRAME_attak303 = 72;
		
		public const int FRAME_attak304 = 73;
		
		public const int FRAME_attak305 = 74;
		
		public const int FRAME_attak306 = 75;
		
		public const int FRAME_attak307 = 76;
		
		public const int FRAME_attak308 = 77;
		
		public const int FRAME_attak309 = 78;
		
		public const int FRAME_attak310 = 79;
		
		public const int FRAME_attak311 = 80;
		
		public const int FRAME_attak312 = 81;
		
		public const int FRAME_attak313 = 82;
		
		public const int FRAME_attak314 = 83;
		
		public const int FRAME_attak315 = 84;
		
		public const int FRAME_attak316 = 85;
		
		public const int FRAME_attak317 = 86;
		
		public const int FRAME_attak318 = 87;
		
		public const int FRAME_attak319 = 88;
		
		public const int FRAME_attak320 = 89;
		
		public const int FRAME_attak321 = 90;
		
		public const int FRAME_attak322 = 91;
		
		public const int FRAME_attak323 = 92;
		
		public const int FRAME_attak324 = 93;
		
		public const int FRAME_attak325 = 94;
		
		public const int FRAME_attak326 = 95;
		
		public const int FRAME_attak327 = 96;
		
		public const int FRAME_attak328 = 97;
		
		public const int FRAME_attak329 = 98;
		
		public const int FRAME_attak330 = 99;
		
		public const int FRAME_attak331 = 100;
		
		public const int FRAME_attak332 = 101;
		
		public const int FRAME_attak333 = 102;
		
		public const int FRAME_attak334 = 103;
		
		public const int FRAME_death01 = 104;
		
		public const int FRAME_death02 = 105;
		
		public const int FRAME_death03 = 106;
		
		public const int FRAME_death04 = 107;
		
		public const int FRAME_death05 = 108;
		
		public const int FRAME_death06 = 109;
		
		public const int FRAME_death07 = 110;
		
		public const int FRAME_death08 = 111;
		
		public const int FRAME_death09 = 112;
		
		public const int FRAME_death10 = 113;
		
		public const int FRAME_death11 = 114;
		
		public const int FRAME_death12 = 115;
		
		public const int FRAME_death13 = 116;
		
		public const int FRAME_pain101 = 117;
		
		public const int FRAME_pain102 = 118;
		
		public const int FRAME_pain103 = 119;
		
		public const int FRAME_pain104 = 120;
		
		public const int FRAME_pain105 = 121;
		
		public const int FRAME_pain106 = 122;
		
		public const int FRAME_pain107 = 123;
		
		public const int FRAME_pain201 = 124;
		
		public const int FRAME_pain202 = 125;
		
		public const int FRAME_pain203 = 126;
		
		public const int FRAME_pain204 = 127;
		
		public const int FRAME_pain205 = 128;
		
		public const int FRAME_pain206 = 129;
		
		public const int FRAME_pain207 = 130;
		
		public const int FRAME_pain208 = 131;
		
		public const int FRAME_pain301 = 132;
		
		public const int FRAME_pain302 = 133;
		
		public const int FRAME_pain303 = 134;
		
		public const int FRAME_pain304 = 135;
		
		public const int FRAME_pain305 = 136;
		
		public const int FRAME_pain306 = 137;
		
		public const int FRAME_pain307 = 138;
		
		public const int FRAME_pain308 = 139;
		
		public const int FRAME_pain309 = 140;
		
		public const int FRAME_pain310 = 141;
		
		public const int FRAME_pain311 = 142;
		
		public const int FRAME_pain312 = 143;
		
		public const int FRAME_stand101 = 144;
		
		public const int FRAME_stand102 = 145;
		
		public const int FRAME_stand103 = 146;
		
		public const int FRAME_stand104 = 147;
		
		public const int FRAME_stand105 = 148;
		
		public const int FRAME_stand106 = 149;
		
		public const int FRAME_stand107 = 150;
		
		public const int FRAME_stand108 = 151;
		
		public const int FRAME_stand109 = 152;
		
		public const int FRAME_stand110 = 153;
		
		public const int FRAME_stand111 = 154;
		
		public const int FRAME_stand112 = 155;
		
		public const int FRAME_stand113 = 156;
		
		public const int FRAME_stand114 = 157;
		
		public const int FRAME_stand115 = 158;
		
		public const int FRAME_stand116 = 159;
		
		public const int FRAME_stand117 = 160;
		
		public const int FRAME_stand118 = 161;
		
		public const int FRAME_stand119 = 162;
		
		public const int FRAME_stand120 = 163;
		
		public const int FRAME_stand121 = 164;
		
		public const int FRAME_stand122 = 165;
		
		public const int FRAME_stand123 = 166;
		
		public const int FRAME_stand124 = 167;
		
		public const int FRAME_stand125 = 168;
		
		public const int FRAME_stand126 = 169;
		
		public const int FRAME_stand127 = 170;
		
		public const int FRAME_stand128 = 171;
		
		public const int FRAME_stand129 = 172;
		
		public const int FRAME_stand130 = 173;
		
		public const int FRAME_stand131 = 174;
		
		public const int FRAME_stand132 = 175;
		
		public const int FRAME_stand133 = 176;
		
		public const int FRAME_stand134 = 177;
		
		public const int FRAME_stand135 = 178;
		
		public const int FRAME_stand136 = 179;
		
		public const int FRAME_stand137 = 180;
		
		public const int FRAME_stand138 = 181;
		
		public const int FRAME_stand139 = 182;
		
		public const int FRAME_stand140 = 183;
		
		public const int FRAME_stand141 = 184;
		
		public const int FRAME_stand142 = 185;
		
		public const int FRAME_stand143 = 186;
		
		public const int FRAME_stand144 = 187;
		
		public const int FRAME_stand145 = 188;
		
		public const int FRAME_stand146 = 189;
		
		public const int FRAME_stand147 = 190;
		
		public const int FRAME_stand148 = 191;
		
		public const int FRAME_stand149 = 192;
		
		public const int FRAME_stand150 = 193;
		
		public const int FRAME_stand151 = 194;
		
		public const int FRAME_stand152 = 195;
		
		public const int FRAME_stand201 = 196;
		
		public const int FRAME_stand202 = 197;
		
		public const int FRAME_stand203 = 198;
		
		public const int FRAME_stand204 = 199;
		
		public const int FRAME_stand205 = 200;
		
		public const int FRAME_stand206 = 201;
		
		public const int FRAME_stand207 = 202;
		
		public const int FRAME_stand208 = 203;
		
		public const int FRAME_stand209 = 204;
		
		public const int FRAME_stand210 = 205;
		
		public const int FRAME_stand211 = 206;
		
		public const int FRAME_stand212 = 207;
		
		public const int FRAME_stand213 = 208;
		
		public const int FRAME_stand214 = 209;
		
		public const int FRAME_stand215 = 210;
		
		public const int FRAME_stand216 = 211;
		
		public const int FRAME_stand217 = 212;
		
		public const int FRAME_stand218 = 213;
		
		public const int FRAME_stand219 = 214;
		
		public const int FRAME_stand220 = 215;
		
		public const int FRAME_stand221 = 216;
		
		public const int FRAME_stand222 = 217;
		
		public const int FRAME_stand223 = 218;
		
		public const int FRAME_stand224 = 219;
		
		public const int FRAME_stand225 = 220;
		
		public const int FRAME_stand226 = 221;
		
		public const int FRAME_stand227 = 222;
		
		public const int FRAME_stand228 = 223;
		
		public const int FRAME_stand229 = 224;
		
		public const int FRAME_stand230 = 225;
		
		public const int FRAME_stand231 = 226;
		
		public const int FRAME_stand232 = 227;
		
		public const int FRAME_stand233 = 228;
		
		public const int FRAME_stand234 = 229;
		
		public const int FRAME_stand235 = 230;
		
		public const int FRAME_stand236 = 231;
		
		public const int FRAME_stand237 = 232;
		
		public const int FRAME_stand238 = 233;
		
		public const int FRAME_stand239 = 234;
		
		public const int FRAME_stand240 = 235;
		
		public const int FRAME_stand241 = 236;
		
		public const int FRAME_stand242 = 237;
		
		public const int FRAME_stand243 = 238;
		
		public const int FRAME_stand244 = 239;
		
		public const int FRAME_stand245 = 240;
		
		public const int FRAME_stand246 = 241;
		
		public const int FRAME_stand247 = 242;
		
		public const int FRAME_stand248 = 243;
		
		public const int FRAME_stand249 = 244;
		
		public const int FRAME_stand250 = 245;
		
		public const int FRAME_stand251 = 246;
		
		public const int FRAME_stand252 = 247;
		
		public const float MODEL_SCALE = 1.000000f;
		
		internal static int sound_attack2;
		
		internal static int sound_attack3;
		
		internal static int sound_death1;
		
		internal static int sound_idle;
		
		internal static int sound_pain1;
		
		internal static int sound_pain2;
		
		internal static int sound_sight;
		
		//UPGRADE_NOTE: The initialization of  'floater_sight' was moved to static method 'jake2.game.monsters.M_Float'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntInteractAdapter floater_sight;
		
		//UPGRADE_NOTE: The initialization of  'floater_idle' was moved to static method 'jake2.game.monsters.M_Float'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter floater_idle;
		
		//UPGRADE_NOTE: The initialization of  'floater_fire_blaster' was moved to static method 'jake2.game.monsters.M_Float'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter floater_fire_blaster;
		
		//UPGRADE_NOTE: The initialization of  'floater_frames_stand1' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] floater_frames_stand1;
		
		internal static mmove_t floater_move_stand1 = new mmove_t(FRAME_stand101, FRAME_stand152, floater_frames_stand1, null);
		
		//UPGRADE_NOTE: The initialization of  'floater_frames_stand2' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] floater_frames_stand2;
		
		internal static mmove_t floater_move_stand2 = new mmove_t(FRAME_stand201, FRAME_stand252, floater_frames_stand2, null);
		
		//UPGRADE_NOTE: The initialization of  'floater_stand' was moved to static method 'jake2.game.monsters.M_Float'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter floater_stand;
		
		//UPGRADE_NOTE: The initialization of  'floater_frames_activate' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] floater_frames_activate;
		
		internal static mmove_t floater_move_activate = new mmove_t(FRAME_actvat01, FRAME_actvat31, floater_frames_activate, null);
		
		//UPGRADE_NOTE: The initialization of  'floater_run' was moved to static method 'jake2.game.monsters.M_Float'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter floater_run;
		
		//UPGRADE_NOTE: The initialization of  'floater_frames_attack1' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] floater_frames_attack1;
		
		internal static mmove_t floater_move_attack1 = new mmove_t(FRAME_attak101, FRAME_attak114, floater_frames_attack1, floater_run);
		
		//UPGRADE_NOTE: The initialization of  'aim' was moved to static method 'jake2.game.monsters.M_Float'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static float[] aim;
		
		//UPGRADE_NOTE: The initialization of  'floater_wham' was moved to static method 'jake2.game.monsters.M_Float'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter floater_wham;
		
		//UPGRADE_NOTE: The initialization of  'floater_frames_attack2' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] floater_frames_attack2;
		
		internal static mmove_t floater_move_attack2 = new mmove_t(FRAME_attak201, FRAME_attak225, floater_frames_attack2, floater_run);
		
		//UPGRADE_NOTE: The initialization of  'floater_zap' was moved to static method 'jake2.game.monsters.M_Float'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter floater_zap;
		
		//UPGRADE_NOTE: The initialization of  'floater_frames_attack3' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] floater_frames_attack3;
		
		internal static mmove_t floater_move_attack3 = new mmove_t(FRAME_attak301, FRAME_attak334, floater_frames_attack3, floater_run);
		
		//UPGRADE_NOTE: The initialization of  'floater_frames_death' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] floater_frames_death;
		
		//UPGRADE_NOTE: The initialization of  'floater_dead' was moved to static method 'jake2.game.monsters.M_Float'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter floater_dead;
		
		internal static mmove_t floater_move_death = new mmove_t(FRAME_death01, FRAME_death13, floater_frames_death, floater_dead);
		
		//UPGRADE_NOTE: The initialization of  'floater_frames_pain1' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] floater_frames_pain1;
		
		internal static mmove_t floater_move_pain1 = new mmove_t(FRAME_pain101, FRAME_pain107, floater_frames_pain1, floater_run);
		
		//UPGRADE_NOTE: The initialization of  'floater_frames_pain2' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] floater_frames_pain2;
		
		internal static mmove_t floater_move_pain2 = new mmove_t(FRAME_pain201, FRAME_pain208, floater_frames_pain2, floater_run);
		
		//UPGRADE_NOTE: The initialization of  'floater_frames_pain3' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] floater_frames_pain3;
		
		internal static mmove_t floater_move_pain3 = new mmove_t(FRAME_pain301, FRAME_pain312, floater_frames_pain3, floater_run);
		
		//UPGRADE_NOTE: The initialization of  'floater_frames_walk' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] floater_frames_walk;
		
		internal static mmove_t floater_move_walk = new mmove_t(FRAME_stand101, FRAME_stand152, floater_frames_walk, null);
		
		//UPGRADE_NOTE: The initialization of  'floater_frames_run' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] floater_frames_run;
		
		internal static mmove_t floater_move_run = new mmove_t(FRAME_stand101, FRAME_stand152, floater_frames_run, null);
		
		//UPGRADE_NOTE: The initialization of  'floater_walk' was moved to static method 'jake2.game.monsters.M_Float'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter floater_walk;
		
		//UPGRADE_NOTE: The initialization of  'floater_attack' was moved to static method 'jake2.game.monsters.M_Float'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter floater_attack;
		
		//UPGRADE_NOTE: The initialization of  'floater_melee' was moved to static method 'jake2.game.monsters.M_Float'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter floater_melee;
		
		//UPGRADE_NOTE: The initialization of  'floater_pain' was moved to static method 'jake2.game.monsters.M_Float'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntPainAdapter floater_pain;
		
		//UPGRADE_NOTE: The initialization of  'floater_die' was moved to static method 'jake2.game.monsters.M_Float'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntDieAdapter floater_die;
		
		/*
		* QUAKED monster_floater (1 .5 0) (-16 -16 -24) (16 16 32) Ambush
		* Trigger_Spawn Sight
		*/
		public static void  SP_monster_floater(edict_t self)
		{
			if (GameBase.deathmatch.value_Renamed != 0)
			{
				GameUtil.G_FreeEdict(self);
				return ;
			}
			
			sound_attack2 = GameBase.gi.soundindex("floater/fltatck2.wav");
			sound_attack3 = GameBase.gi.soundindex("floater/fltatck3.wav");
			sound_death1 = GameBase.gi.soundindex("floater/fltdeth1.wav");
			sound_idle = GameBase.gi.soundindex("floater/fltidle1.wav");
			sound_pain1 = GameBase.gi.soundindex("floater/fltpain1.wav");
			sound_pain2 = GameBase.gi.soundindex("floater/fltpain2.wav");
			sound_sight = GameBase.gi.soundindex("floater/fltsght1.wav");
			
			GameBase.gi.soundindex("floater/fltatck1.wav");
			
			self.s.sound = GameBase.gi.soundindex("floater/fltsrch1.wav");
			
			self.movetype = Defines.MOVETYPE_STEP;
			self.solid = Defines.SOLID_BBOX;
			self.s.modelindex = GameBase.gi.modelindex("models/monsters/float/tris.md2");
			Math3D.VectorSet(self.mins, - 24, - 24, - 24);
			Math3D.VectorSet(self.maxs, 24, 24, 32);
			
			self.health = 200;
			self.gib_health = - 80;
			self.mass = 300;
			
			self.pain = floater_pain;
			self.die = floater_die;
			
			self.monsterinfo.stand = floater_stand;
			self.monsterinfo.walk = floater_walk;
			self.monsterinfo.run = floater_run;
			//		self.monsterinfo.dodge = floater_dodge;
			self.monsterinfo.attack = floater_attack;
			self.monsterinfo.melee = floater_melee;
			self.monsterinfo.sight = floater_sight;
			self.monsterinfo.idle = floater_idle;
			
			GameBase.gi.linkentity(self);
			
			if (Lib.random() <= 0.5)
				self.monsterinfo.currentmove = floater_move_stand1;
			else
				self.monsterinfo.currentmove = floater_move_stand2;
			
			self.monsterinfo.scale = MODEL_SCALE;
			
			GameAI.flymonster_start.think(self);
		}
		static M_Float()
		{
			floater_sight = new AnonymousClassEntInteractAdapter();
			floater_idle = new AnonymousClassEntThinkAdapter();
			floater_fire_blaster = new AnonymousClassEntThinkAdapter1();
			floater_stand = new AnonymousClassEntThinkAdapter2();
			floater_run = new AnonymousClassEntThinkAdapter3();
			aim = new float[]{Defines.MELEE_DISTANCE, 0, 0};
			floater_wham = new AnonymousClassEntThinkAdapter4();
			floater_zap = new AnonymousClassEntThinkAdapter5();
			floater_dead = new AnonymousClassEntThinkAdapter6();
			floater_walk = new AnonymousClassEntThinkAdapter7();
			floater_attack = new AnonymousClassEntThinkAdapter8();
			floater_melee = new AnonymousClassEntThinkAdapter9();
			floater_pain = new AnonymousClassEntPainAdapter();
			floater_die = new AnonymousClassEntDieAdapter();
		}
	}
}